Recent Submissions

To animate a character, a number of poses are displayed in quick succession in order to create the illusion of motion. For most real-time applications, such as games, the pose update rate is largely constrained by the ...

We propose a method to automatically transform mesh animations into animation collages, i.e. moving assemblies of shape primitives from a database given by an artist. An animation collage is a complete reassembly of the ...

Standing is a fundamental skill mastered by humans and animals alike. Although easy for adults, it requires careful and deliberate manipulation of contact forces. The variation in contact configuration (e.g., standing on ...

We describe a method for animating incompressible liquids with detailed free surfaces. For each time step, semi- Lagrangian contouring computes a new fluid boundary (represented as a fine surface triangulation) from the ...

We propose a new framework for solving General Shallow Wave Equations (GSWE) in order to efficiently simulate water flows on solid surfaces under shallow wave assumptions. Within this framework, we develop implicit schemes ...

We present a weakly compressible form of the Smoothed Particle Hydrodynamics method (SPH) for fluid flow based on the Tait equation. In contrast to commonly employed projection approaches that strictly enforce incompress- ...

Chemical phenomena abound in the real world, and often comprise indispensable elements of visual effects that are routinely created in the film industry. In this paper, we present a hybrid technique for simulating chemically ...

Bubbles and foam are important fluid phenomena on scales that we encounter in our lives every day. While different techniques to handle these effects were developed in the past years, they require a full 3D fluid solver ...

Simulation of deformations and collision detection are two highly intertwined problems that are often treated sepa- rately. This is especially true in existing elegant adaptive simulation techniques, where standard collision ...

Current approaches to skeleton generation are based on topological and geometrical information only; this can be insufficient for realistic character animation, since the location of the joints does not usually match the ...

In this paper, we present an intuitive interface for interactively posing 3D facial expressions. The user can create and edit facial expressions by drawing freeform strokes, or by directly dragging facial points in 2D ...

We present a novel skinned skeletal animation system based on spline-aligned deformations for providing high quality and fully designable deformations in real-time. Our ambition is to allow artists the easy creation of ...

We present a new approach to character skinning where divergence-free vector fields induced by skeletal motion, describe the velocity of skin deformation. The joint transformations for a pose relative to a rest pose create ...

We introduce a framework for advanced behavioral animation in virtual humans, which addresses the challenging open problem of simulating social interactions between pedestrians in urban settings. Based on hierarchical ...

Crowd simulation techniques have frequently been used to animate a large group of virtual humans in computer graphics applications. We present a data-driven method of simulating a crowd of virtual humans that exhibit ...

We propose a flexible geometric algorithm for placing arbitrary cracks and incisions on tetrahedralized deformable objects. Although techniques based on remeshing can also accommodate arbitrary fracture patterns, this ...

Hinge-based bending models are widely used in the physically-based animation of cloth, thin plates and shells. We propose a hinge-based model that is simpler to implement, more efficient to compute, and offers a greater ...